Difference between revisions of "6 and 7 Man Tactics"
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Revision as of 10:04, 19 April 2018
Low Man DoA has 3 variations for team composition. The 1st variation being (Tank(s)/Spikers/Emo|4/5/6/7 man). The 2nd being (Tank(s)/Spiker(s)|2/3/4/5 man). The 3rd being (Ranger(s) whirling with Soul Tormentors|2/3 man).
Contents
1. Tank(s)/Spikers/Emo
4 and 5 Man
Both 4 and 5 Man share similar team compositions, with only 5 man having an extra spiker. The team consists of a
/ Ranger Tank | |||||||
SA:12, Expertise:12+1+3, Marksmanship:3
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Optionals being Dark Escape or Death's Charge.
Dark Escape offers damage reduction as well as a speedboost and cancel stance. Death's Charge offers mobility and a self heal. Experienced ranger tanks will run Dark Escape, where ones who are more used to casual tanking can run Death's Charge.
/ Necro Spike | |||||||
Curses:12+1+3, Beast:11, Soul Reaping:6+3
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Optionals being Signet of Sorrow, Insidious Parasite, or Mark of Pain.
Signet is another spammable single-target spell, Insidious is basically another Empathy which is only useful in 4 man, and Mark of Pain helps speed up City Spikes.
/ VoRTK | |||||||
Domination Magic:12+1+3, Fast Casting:12+3
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Optionals being Empathy, usually used in 4 man or Finish Him!. If you don't bring FH, then there won't be one on the team.
/ EMo | |||||||
Energy Storage:12+1+3, Prot:12, Heal:3
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You can drop Life Bond/ Ebon Escape for Shield of Absorbtion or Life Attunement, but it is entirely up to the preference of the Emo.
Lastly in 5 man you would add a:
/ MeMo | |||||||
Domination:12+1+3, Fast Cast:11+3, Heal:6, Prot:2
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Optionals being Overload or Backfire.
The MeMo adds more damage to the spikes and utility for the Emo with Healing Seed and Lifebond. The run can be done without either, however if you are going to bring a 3rd spiker, then those skills will help the run the most.
General tactics for 4/5 man:
Gloom: Have the VoRTK quest run. Do the quests one a time with the Ranger Tank whirling Cave/Deathbringer/Darkness.
Foundry: Safeway for 2nd/3rd room (Right wall block Titans for 3rd). MeMo/Emo pings for snakes. VoRTK takes all 3. Necro glitch spots Blackbeast. Ranger whirls Fury.
City: Casual single tank tactics. VoR/MeMo on Su's and Necro on Manks. Try to hos thru left side by doing 2nd spike outside city before finishing the wall. Left side then right side for inside City. Ball Jadoth inside City.
Veil: MeMo/Emo pops a gstone for 360. Necro pulls left, Ranger walls. Underlords 1 at a time. For trenches try to pull both mesmer and monk trench to the monk lord glitch spot and spike as team. Do Monk Lord after. Either spike Clover 1 side at a time or have the tank pull a side with the mesmer trench pop to the team. Casual tactics after clover. 3:3 tendrills.
Note: For 5 Man it is possible to run 3 mesmers, but a Necro is seen as superior. Spikes overall will be slower than a casual and a Necro offers the most utility and bar compression. Having a Necro with IAU/Ymlad allow him to help at 360, to tank Blackbeast easier, and prevent KD in places like Foundry/City/Veil. Having a necro also lets him take advantage of Soul Reaping, so in places like Foundry/City where you will be spamming skills, you do not have to worry about energy management.
6 man
6 Man is much closer to being a casual run than 4/5 man. With 6 man you are able to run 2 tanks and can run much simpler tactics. 6 man is generally as follows:
/ Trench Tank | |||||||
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
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/ Trench Tank | |||||||
Shadow:12+1+3, Tactics:9, Dagger:9, Crit:3
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/ VoR | |||||||
Domination:12+1+3, Beast:10, Fast Cast:8+3
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/ TK | |||||||
Domination:12+1+3, Illusion:10+3, Fast Cast:8+3
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/ MeMo | |||||||
Domination:12+1+3, FastCast:10+3, Heal:8, Prot:2
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/ EMo | |||||||
Energy Storage:12+1+3, Prot:12, Heal:3
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General guideline for tactics:
Foundry: TT takes 1/3 snakes. MeMo pings for snakes. VoR tanks blackbeast.
City: VoR/TK on Manks, MeMo on Su's.
Veil: TT or MT Walls 360, TK goes derv. TT glitches trenches. Main team does Mes/Ele/Necro lords then spike Monk lord. 3:3 tendrils.
Gloom: Either Memo goes to rift and the VoR/Tk pop a tengu for cave or the Emo pops a Ghastly for rift and Caps by himself.
7 man
2. Tank(s)/Spiker(s)
2 man
3 man
4 man
5 man
3. (Ranger(s) whirling with Soul Tormentors)
Both party sizes will have Rangers running this
/ Ranger | |||||||
Shadow:12, Expertise:12+1+3, Marksmanship:3
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